A new study by PlanetPlay has revealed that fourth fifths (79%) of video game enthusiasts that played games with environmental content have made at least one positive lifestyle change as a result.
The Play2Act study, which was created in partnership with the United Nations Development Programme (UNDP), found that nearly half (47%) of gamers exposed to ‘green’ content sought to reduce energy usage or choose more sustainable transport, while 34% made greener consumption choices.
Inspiring action
‘This powerful data proves what we’ve long believed: when sustainability is embedded in gameplay, it doesn’t just inform, it inspires action.’ PlanetPlay noted.
When asked whether they felt video games can play a role in solving climate change or environmental issues, around half (49.5%) said that they could, while 27% were unsure and 23% disagreed.
Elsewhere, in a multiple choice question on how video games could ‘best contribute to fighting climate change and preserving nature’, 56% answered that games could raise awareness, 53% said that games could educate players on what to do to take action, 45% noted that games could raise funds for green projects, and 30% said that games could enable players to ‘speak up’ on environmental issues.
The study was launched in September 2024, in the form of an in-game poll embedded within some of the world’s most popular video games, including Subway Surfers, Beatstar, Pokémon GO!, and Avakin Life.
It engaged with more than 181,000 players across 189 countries, while the combined reach of Play2Act stands at around 80 million players per week – gathering information how players feel about the environment, and how eco-focused games influence real-world behaviour.
Behind the initiative
Play2Act is powered by 20 global game studios and platforms, including Actrio, Bandai Namco, CM Games, E-Line Media, Futurevision, Funplus, Hutch, Jagex, Lockwood, Microsoft/Xbox Insider, Niantic, Outplay, Reliance, Rovio, Space Ape Games, SYBO, Ten Square Games, Trailmix, Tripledot and Unity.
The initiative also supports the GREAT project (Games Realising Effective and Affective Transformation) and is backed by EU Horizon and UKRI funding. Read more here and here.

